/* ** gl_renderbuffers.cpp ** Render buffers used during rendering ** **--------------------------------------------------------------------------- ** Copyright 2016 Magnus Norddahl ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** 4. When not used as part of GZDoom or a GZDoom derivative, this code will be ** covered by the terms of the GNU Lesser General Public License as published ** by the Free Software Foundation; either version 2.1 of the License, or (at ** your option) any later version. ** 5. Full disclosure of the entire project's source code, except for third ** party libraries is mandatory. (NOTE: This clause is non-negotiable!) ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** */ #include "gl/system/gl_system.h" #include "files.h" #include "m_swap.h" #include "v_video.h" #include "gl/gl_functions.h" #include "vectors.h" #include "gl/system/gl_interface.h" #include "gl/system/gl_framebuffer.h" #include "gl/system/gl_cvars.h" #include "gl/renderer/gl_renderer.h" #include "gl/renderer/gl_renderbuffers.h" #include "w_wad.h" #include "i_system.h" #include "doomerrors.h" CVAR(Bool, gl_renderbuffers, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG); //========================================================================== // // Initialize render buffers and textures used in rendering passes // //========================================================================== FGLRenderBuffers::FGLRenderBuffers() { glGetIntegerv(GL_FRAMEBUFFER_BINDING, (GLint*)&mOutputFB); } //========================================================================== // // Free render buffer resources // //========================================================================== FGLRenderBuffers::~FGLRenderBuffers() { Clear(); } void FGLRenderBuffers::Clear() { for (int i = 0; i < NumBloomLevels; i++) { auto &level = BloomLevels[i]; DeleteFrameBuffer(level.HFramebuffer); DeleteFrameBuffer(level.VFramebuffer); DeleteTexture(level.HTexture); DeleteTexture(level.VTexture); level = FGLBloomTextureLevel(); } DeleteFrameBuffer(mSceneFB); DeleteTexture(mSceneTexture); DeleteRenderBuffer(mSceneDepthStencil); DeleteRenderBuffer(mSceneDepth); DeleteRenderBuffer(mSceneStencil); DeleteFrameBuffer(mHudFB); DeleteTexture(mHudTexture); mWidth = 0; mHeight = 0; } void FGLRenderBuffers::DeleteTexture(GLuint &handle) { if (handle != 0) glDeleteTextures(1, &handle); handle = 0; } void FGLRenderBuffers::DeleteRenderBuffer(GLuint &handle) { if (handle != 0) glDeleteRenderbuffers(1, &handle); handle = 0; } void FGLRenderBuffers::DeleteFrameBuffer(GLuint &handle) { if (handle != 0) glDeleteFramebuffers(1, &handle); handle = 0; } //========================================================================== // // Makes sure all render buffers have sizes suitable for rending at the // specified resolution // //========================================================================== void FGLRenderBuffers::Setup(int width, int height) { if (width <= mWidth && height <= mHeight) return; Clear(); GLuint hdrFormat = ((gl.flags & RFL_NO_RGBA16F) != 0) ? GL_RGBA8 : GL_RGBA16F; mSceneTexture = Create2DTexture(hdrFormat, width, height); if ((gl.flags & RFL_NO_DEPTHSTENCIL) != 0) { mSceneDepth = CreateRenderBuffer(GL_DEPTH_COMPONENT24, width, height); mSceneStencil = CreateRenderBuffer(GL_STENCIL_INDEX8, width, height); mSceneFB = CreateFrameBuffer(mSceneTexture, mSceneDepth, mSceneStencil); } else { mSceneDepthStencil = CreateRenderBuffer(GL_DEPTH24_STENCIL8, width, height); mSceneFB = CreateFrameBuffer(mSceneTexture, mSceneDepthStencil); } mHudTexture = Create2DTexture(hdrFormat, width, height); mHudFB = CreateFrameBuffer(mHudTexture); int bloomWidth = MAX(width / 2, 1); int bloomHeight = MAX(height / 2, 1); for (int i = 0; i < NumBloomLevels; i++) { auto &level = BloomLevels[i]; level.Width = MAX(bloomWidth / 2, 1); level.Height = MAX(bloomHeight / 2, 1); level.VTexture = Create2DTexture(hdrFormat, level.Width, level.Height); level.HTexture = Create2DTexture(hdrFormat, level.Width, level.Height); level.VFramebuffer = CreateFrameBuffer(level.VTexture); level.HFramebuffer = CreateFrameBuffer(level.HTexture); bloomWidth = level.Width; bloomHeight = level.Height; } glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, 0); glBindRenderbuffer(GL_RENDERBUFFER, 0); glBindFramebuffer(GL_FRAMEBUFFER, mOutputFB); mWidth = width; mHeight = height; } //========================================================================== // // Creates a 2D texture defaulting to linear filtering and clamp to edge // //========================================================================== GLuint FGLRenderBuffers::Create2DTexture(GLuint format, int width, int height) { GLuint type = (format == GL_RGBA16F) ? GL_FLOAT : GL_UNSIGNED_BYTE; GLuint handle = 0; glGenTextures(1, &handle); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, handle); glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, GL_RGBA, type, nullptr); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); return handle; } //========================================================================== // // Creates a render buffer // //========================================================================== GLuint FGLRenderBuffers::CreateRenderBuffer(GLuint format, int width, int height) { GLuint handle = 0; glGenRenderbuffers(1, &handle); glBindRenderbuffer(GL_RENDERBUFFER, handle); glRenderbufferStorage(GL_RENDERBUFFER, format, width, height); return handle; } //========================================================================== // // Creates a frame buffer // //========================================================================== GLuint FGLRenderBuffers::CreateFrameBuffer(GLuint colorbuffer) { GLuint handle = 0; glGenFramebuffers(1, &handle); glBindFramebuffer(GL_FRAMEBUFFER, handle); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorbuffer, 0); return handle; } GLuint FGLRenderBuffers::CreateFrameBuffer(GLuint colorbuffer, GLuint depthstencil) { GLuint handle = 0; glGenFramebuffers(1, &handle); glBindFramebuffer(GL_FRAMEBUFFER, handle); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorbuffer, 0); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depthstencil); return handle; } GLuint FGLRenderBuffers::CreateFrameBuffer(GLuint colorbuffer, GLuint depth, GLuint stencil) { GLuint handle = 0; glGenFramebuffers(1, &handle); glBindFramebuffer(GL_FRAMEBUFFER, handle); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorbuffer, 0); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, stencil); return handle; } //========================================================================== // // Makes the scene frame buffer active // //========================================================================== void FGLRenderBuffers::BindSceneFB() { glBindFramebuffer(GL_FRAMEBUFFER, mSceneFB); } //========================================================================== // // Makes the 2D/HUD frame buffer active // //========================================================================== void FGLRenderBuffers::BindHudFB() { if (gl_tonemap != 0) glBindFramebuffer(GL_FRAMEBUFFER, mHudFB); else glBindFramebuffer(GL_FRAMEBUFFER, mSceneFB); } //========================================================================== // // Makes the screen frame buffer active // //========================================================================== void FGLRenderBuffers::BindOutputFB() { glBindFramebuffer(GL_FRAMEBUFFER, mOutputFB); } //========================================================================== // // Binds the scene frame buffer texture to the specified texture unit // //========================================================================== void FGLRenderBuffers::BindSceneTexture(int index) { glActiveTexture(GL_TEXTURE0 + index); glBindTexture(GL_TEXTURE_2D, mSceneTexture); } //========================================================================== // // Binds the 2D/HUD frame buffer texture to the specified texture unit // //========================================================================== void FGLRenderBuffers::BindHudTexture(int index) { glActiveTexture(GL_TEXTURE0 + index); if (gl_tonemap != 0) glBindTexture(GL_TEXTURE_2D, mHudTexture); else glBindTexture(GL_TEXTURE_2D, mSceneTexture); } //========================================================================== // // Returns true if render buffers are supported and should be used // //========================================================================== bool FGLRenderBuffers::IsEnabled() { return gl_renderbuffers && gl.glslversion != 0; }